canvas-render.js ~line 300, problem is with graphics.stroke() original render logic only draws fill paths. HTML canvas fill path does not join other paths and shows a seam between them. stroke() worked to hide the seam but square point selection exposes a bug where some strokes are not the correct color

fix point-selector square and hexagon so distribution is symetrical when size is asymetrical

pixi WebGL rendering is quite slow, too slow for animation

moving some of the rendering functions into GLSL shaders would help, especially the noisy edges parts